"I'm just a D&D guy is all, the system works very well for me so why change it? I definitely didn't choose it because of the brand name or because it's the one in all the shops."
"Oh cool a new edition that changes half of the system, I'm in".
(Not meant to be a response to any poster in...
Absolutely not, I don't agree with what you say here at all.
Based on what? You said before that it was well designed, now you're saying it isn't?
You would say that. I roll to disbelieve.
No worries.
(Just wanted to make you think you'd been blocked by someone)
These two things are often at odds with each other though. 'Cool monster to fight' is surely a more common roadside encounter in your games than 'Oh look more wheat fields'.
I agree you can lean more into one thing than the other, but there is a bit of both in all games.
But shorn of all the real world inputs that affect such a perspective. Hunger, tiredness, social pressure, courage, desires, fears, etc. It's really the perspective of a coldly rational third party looking through the character's eye globes.
It seems to me what's often missing is good instructions on how to be a better player. Stuff like trying to roll with the vibe of the game, engage with the setting and characters, be proactive but not disruptive, bring the other players into things, do cool dramatic stuff, don't turtle, etc...
I would go along with this. Part of the joy of Rolemaster is the sense of 'you input the factors of the situation, and it outputs 'what would happen'. It evokes setting through its own procedures.
Great post.
I think Rolemaster is massively underappreciated as a genuinely well-designed and evocative sim game. To my mind second edition from 1984/1989 is the platonic ideal of such an RPG. I constantly see threads here along the lines of 'D&D hit points are realistic actually, you can only...
This is an interesting thought. Is it bad roleplaying for the player of a low INT character to make smart tactical decisions in combat? Should they deliberately stumble into getting flanked and occasionally forget to use their extra abilities?
I think that the player skill vs character skill conflict is really a false one. What I'm interested in is 'does this add to the game?'.
If one player gives a great acting performance and is able to get social successes without necessarily resorting to the dice, or by getting a decent bonus to...